M Human (Taldor) Cavalier (Beast Rider) 8 / Cleric 1 (Devout Pilgrim) / Fighter 1 (Dragoon)
It's an amusing concept (I think he's mostly a pastiche of Doran Martell and Lord Vetinari), but the character would work much better in Ascending Majesty, while Sir Darren Carter would still be more fun in Reviving the Empire (and, I suspect, the two characters would have nothing in common).
M Human (Taldor) Cavalier (Beast Rider) 8 / Cleric 1 (Devout Pilgrim) / Fighter 1 (Dragoon)
I'm still here! I really liked the theme of the original game, as well as the diplomacy/spycraft-centric side game—but that one I still think will have a different tone. My character for Leviathan's side game started out roughly similar, but has now evolved into a venerable-aged “armchair general” inquisitor with a strength of 3, a magical hook hand, and an animated chair...
“The Invincible Lord Inkwell”: Lord Marion “Inkwell” Rook
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Cohort: Doctor Janus of Nex
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M Human (Taldor) Cavalier (Beast Rider) 8 / Cleric 1 (Devout Pilgrim) / Fighter 1 (Dragoon)
I'm following a few threads; I've already got plenty of games, but several of them haven't updated in weeks. At this point I'm mostly checking what GMs/players seem like I'd enjoy playing with them, if I'm going to join one or two more games.
M Human (Taldor) Cavalier (Beast Rider) 8 / Cleric 1 (Devout Pilgrim) / Fighter 1 (Dragoon)
War Scythe was a practical peasant's weapon, like a kunai or a pitchfork. If you want a weapon that says "blending in with the smallfolk," it's appropriate, but it might be a bit odd for someone with mostly military/nobility history.
M Human (Taldor) Cavalier (Beast Rider) 8 / Cleric 1 (Devout Pilgrim) / Fighter 1 (Dragoon)
That seems... way, way too good to be legal. Also, as I mentioned, the description of scythe suggests that it doesn't look like a normal harvesting scythe; but I guess you can get creative with it. EDIT: No, it doesn't say you can treat it as a natural 20—just for opposed attack rolls. It's still not an auto-threat by any reading of the power; it's more of a variant True Strike.
M Human (Taldor) Cavalier (Beast Rider) 8 / Cleric 1 (Devout Pilgrim) / Fighter 1 (Dragoon)
Yeah, I'm just assuming he'll be back when he feels up for running a game again, and there's no amount of prodding that'll change that, other than... y'know, being annoying. Falcata has the best average damage of any weapon at high levels because of the way its crit uses; but I'd just go with what makes stylistic sense, honestly. The Military Scythe is essentially a glaive with a curved blade and halberd; specifically, you're using an odd, curved polearm.
M Human (Taldor) Cavalier (Beast Rider) 8 / Cleric 1 (Devout Pilgrim) / Fighter 1 (Dragoon)
As I mentioned, though, I had a sore throat and spent all day in bed too bummed out to do any work, so I got...over-invested in the character. Also, I've wanted to play an Arcane/Fey Crossblooded Rager for a while now, but decided it would be more fun in a high level game. (The Oracle and mythic stuff was just tacked on to give him a cool tiger buddy). Most of my feat choices were obvious, I didn't have many skills, pulled spell lists from a guide except for a few special favorite. I'll admit that the backstory just sort of wrote itself. EDIT: Wait, really? I thought my concept (teamwork feats with a non-cavalier) was decently unique.
M Human (Taldor) Cavalier (Beast Rider) 8 / Cleric 1 (Devout Pilgrim) / Fighter 1 (Dragoon)
Oh, right, forgot they touched on a lot of that with the Great Lakes Campaign Setting a few years back. Ah well, I probably won't actually read/buy the splatbook for Canada until they come out with an AP set there.
M Human (Taldor) Cavalier (Beast Rider) 8 / Cleric 1 (Devout Pilgrim) / Fighter 1 (Dragoon)
Err—leadership usually doesn't refer to a large group of people who you literally bring everywhere with you, unless you're also paying and employing them (like as a ship's captain). I'd say in this case, it probably refers to the normal squadron of men you train and would command in wartime, but they're still employed by the Taldor army and not by you personally; they'll just have your back and advocate for your promotion, and in a proper war you get to command them. While you travel, maybe one of your lieutenants takes charge of the group. Lyre of Building is limited to things that can be built instead of crafted, and it needs to be things that can be built by relatively unskilled laborers. But most buildings require a few skilled individuals overseeing a lot of tradesmen who have learned on the job, so I've always figured what you can build with a lyre of building is limited by what you can thoroughly design with Knowledge (engineering) and Profession (architect) (or at least what you could oversee the building of, if you had the right plans)
M Human (Taldor) Cavalier (Beast Rider) 8 / Cleric 1 (Devout Pilgrim) / Fighter 1 (Dragoon)
Yeah... Gunslinger doesn't do much unless you take a 5-level dip for the Gun Training, but otherwise gunsmithing and proficiency can be handled by omnipresent archetypes. (And, as far as I can tell, goblin barbarians make the best gunslingers) I'm not really sure what your character does; I just assumed he was here for the roleplaying.
M Human (Taldor) Cavalier (Beast Rider) 8 / Cleric 1 (Devout Pilgrim) / Fighter 1 (Dragoon)
The established rule is that you can't add the same ability score to any check twice (and it's in RAW: you add "intelligence bonus as well as wisdom bonus" not "in addition to whatever bonus you already have") You could always just ditch the Grand Marshal level for something else if you wanted—the Legal Judgment won't stack well with your other swift-activated abilities, or you could just let a single ability be redundant. @Lexarius: Depending on what the maneuvers require, you can always use Quick Draw and a Quickdraw shield to equip a shield after every attack. You also seem to be more of a maneuver specialist than anything else, so I'd go with whatever helps that. Also, a Lyre of Building can be played once a week. Two Lyres means you can play TWICE a week.
M Human (Taldor) Cavalier (Beast Rider) 8 / Cleric 1 (Devout Pilgrim) / Fighter 1 (Dragoon)
You don't need a fort save after 30 minutes. But you can only hustle for up to an hour a day without making checks to avoid becoming fatigued, and I'd say constantly strumming an instrument is on the same scale (have you ever tried to play guitar for two hours straight? It's not that bad, but 12 hours would be much tougher). To make full use of your lyre of building, you want to be able to strum it for 24-48 hours at a time, and that requires some superhuman feats of endurance. Meanwhile, the suggested (but optional) ruling in Kingmaker says that a Lyre of Building can produce up to 4 BP of building-creation per month. Assuming it's played by someone competent but not focused on performance, this corresponds to roughly 4,000 gp of construction per hour or so of strumming, including the music necessary to quarry the stone or cut the lumber or whatnot.
M Human (Taldor) Cavalier (Beast Rider) 8 / Cleric 1 (Devout Pilgrim) / Fighter 1 (Dragoon)
Well, you could potentially have one of your followers be a minstrel... if they can take 10 on the check. If not (due to the fact that it gets stressful after 30 minutes), we're talking a level 8-10 bard/expert, and those people are a lot rarer and probably require about 500-1000 gp for their services... not to mention knowing nothing about building construction, so you're unlikely to get more than badly fitted stone or mud brick walls. Now, a minstrel with a bunch of engineering knowledge and a +18 fortitude save that lets him keep constantly strumming for much, much longer before he passes out... (Although an undead bard could keep playing forever)
M Human (Taldor) Cavalier (Beast Rider) 8 / Cleric 1 (Devout Pilgrim) / Fighter 1 (Dragoon)
That's because Wheeling Charge is a local feat—technically only available to crusaders of Lastwall. It's nice, but not a game-changer, and I'd probably only take it if we wind up doing a lot of group charging or there's a story reason. Speaking of which, I'm curious what the GM's opinion is on Story feats—at this level we've got enough options to satisfy all the essential combat roles, and it could be a cool way to define characters as we go. Stronghold provides cool flavor for anyone with Leadership, as does Dynasty Founder. Blessed and Nemesis are awesome for anyone, but will depend on whether we meet Outsiders or a villain appears as a campaign nemesis. Eldritch Researcher is really cool for a creative caster. Meanwhile, Darren might be interested in Magnum Opus or the neat Monument Builder feat, though both are primarily flavor related. @Lexarius: I assumed the 5th player might be associated with the DM in some way that kept them busy during the same time period. I think Velius is simply waiting for the game to start, and has nothing else to say.
M Human (Taldor) Cavalier (Beast Rider) 8 / Cleric 1 (Devout Pilgrim) / Fighter 1 (Dragoon)
Yeah, it's... alright. I think we can worry about it once we start leveling, though. Meanwhile, my character has spent his last few levels studying nonviolent conflict resolution, so... we'll see how all that turns out. EDIT: Just realized I forgot to take the campaign's bonus 1st level feat. My options are Quick Draw, which lets me deal more damage without decreasing AC (thanks to quickdraw shields), or Horn of the Criosphinx, which allows a LOT more damage but requires unshielded charges. I'd say probably the first is more useful, since the party already has some damage capabilities and I'm on the "insufficiently armored" end, but if we need more damage-striking capabilities I could take the other instead.
M Human (Taldor) Cavalier (Beast Rider) 8 / Cleric 1 (Devout Pilgrim) / Fighter 1 (Dragoon)
Err... I'd generally avoid too much reliance on Overrun, at least until you get the Trample feat. It's great to get you through enemies to the one you want to hit, but... Quote: When you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring an attack. If your target does not avoid you, make a combat maneuver check as normal.
M Human (Taldor) Cavalier (Beast Rider) 8 / Cleric 1 (Devout Pilgrim) / Fighter 1 (Dragoon)
The GM specifically said he'd be busy through at least Saturday, and wouldn't be able to start the game until after that. And I think our multiple cohorts will work much better in PbP than at a table. There are lots of ways to make maps work, and honestly a single google doc can do most of what Roll20 does for people who don't want to learn a confusing new program.
M Human (Taldor) Cavalier (Beast Rider) 8 / Cleric 1 (Devout Pilgrim) / Fighter 1 (Dragoon)
If you're really into shenanigans, an Improved Familiar with the Mauler archetype lets you ride all sorts of crazy things into battle, like a spherical justice robot. (I've actually got a mounted combat monk who's considering that) If Darren gets a cohort, it'll probably be a halfling squire who rides a regular-sized pig.
M Human (Taldor) Cavalier (Beast Rider) 8 / Cleric 1 (Devout Pilgrim) / Fighter 1 (Dragoon)
Well, in the extended description of leadership it specifically recommends that followers shouldn't be participating in combat. Followers are generally contacts and agents who will work to help you, but might not literally follow you around (though it's a great way to manage, say, a ship's crew). Keep the captain title if you expect to be and remain a captain of something, Sir if you'd prefer to be a knightly agent over one in an organized position of power. Quickdraw shield can be stowed for free as long as you're drawing another weapon. @Opilio: Your challenge, I believe, only gives us that bonus if you're threatening the target. Then again, in another level or two you could get Improved Snap Shot and threaten everyone with your guns.
M Human (Taldor) Cavalier (Beast Rider) 8 / Cleric 1 (Devout Pilgrim) / Fighter 1 (Dragoon)
Oh, right. Lookout is quite good—but only really useful when granted by someone with high initiative. If you trip a lot, the best feat to grant is probably Paired Opportunists. I've got decent out-of-combat healing (4d6 channel, 6/day), but I'm not a dedicated healer any more than an average paladin. However, I've always thought followers could only be NPC classes, and I'd recommend keeping them out of most combats. There's some arguments out there that a Silvanshee improved familiar on an arcane spellcaster could lay on hands pretty well, but our best bet will probably be winning fights fast with high defenses and then cleaning up afterwards. @Lexarius: If you're invested in both tripping and defense, getting Quick Draw and a Quickdraw Shield could let you switch between offensive and defensive styles in the middle of combat. If you're going to be riding your cohort into battle, a Lance can be wielded one-handed or two-handed, and with the right shield you can switch between those modes quickly.
M Human (Taldor) Cavalier (Beast Rider) 8 / Cleric 1 (Devout Pilgrim) / Fighter 1 (Dragoon)
Not sure about the Perception bonus—that's probably a GM question (though I always play Empiricists instead). As for teamwork feats on your musketeer—hmm, yeah, those boost ranged attacks nicely. So Opilio helps with ranged combat, Lexarius helps general melee, and Darren will use switch between cavalry buffs and defensive buffs. Also, swift actions can be hard to come by—a round you use Greater Tactician in is a round you can't start a Challenge, and you can only grant one of your two feats at a time. Items other tactical feat-granters may be interested in: 1. Resplendent Coat. Increases tactician range to 60 ft, for an affordable 7k gp (less if we have a crafter). 2. Horsemaster's Saddle. A bit more expensive, lets any creature you ride constantly share combat teamwork feats with you, which can be useful situationally. 3. Ring of Tactical Precision. Increases the benefits of all teamwork feats, and allows feat sharing for fun and profit.
M Human (Taldor) Cavalier (Beast Rider) 8 / Cleric 1 (Devout Pilgrim) / Fighter 1 (Dragoon)
And I'm just messing up all over the place, posting with the wrong alias. And how exactly are you granting your teamwork feats constantly, without using Tactician? I wonder if that's something I can get once I get Coordinated Charge next level. I've never actually gotten a chance to use a capstone, hmm. Opilio: your banner bonus doesn't stack with mine (and mine is a bit better because I've been dumping favored class into it), but I guess it never hurts to have a second banner if the party gets split. @Lexarius: cavaliers can grant teamwork feats as a move action, or a swift action at level 9 (so I take a move action now, but at next level I will join Opilio in granting them swiftly). It's still only one per turn, and Challenge is also a swift action, so having multiple people granting them is pretty cool. Mine focus on boosting either defense or mounted combat, and if yours boost flanking that gives cool synergy.
Thunderbeard here, with an alias! (Turns out I had a level 9 version of this guy from a finished campaign. He might be helpful in the melee-heavy party that the proposals seem to suggest, and he'd certainly love to help rebuild Taldor). Presenting: Sir Darren Carter
Role:
Perks:
Backstory (A Hero Begins!):
Any wanderer who's made it to Darren Carter's level of fame and skill has stories to tell around the fire, of kingdoms saved and monsters slain. Some of them are always true, and Sir Darren's case, some of them usually aren't. So here are just a few of the highlights. Found as a mysterious foundling child at the gates of a mountaintop monastery—or so his stories begin—Darren grew up an exceptional orphan, knightly in his speech and grace and unmatched in his skill with a sword. Soon, he was sent to an enclave of Paladins, to train as a holy knight of Abadar. And there the cracks began to show. Young Darren was ever a free spirit, slipping out at night to get up to trouble in the nearby village and falling asleep during prayer. And soon, he discovered drink, and music — and then it was all over. Darren was expelled from the order in disgrace, losing his paladin training, and soon found himself wandering from town to town as a sellsword and cart-driver. It was not an easy time, but eventually Darren found work as a proper adventurer, traveling with allies who were noble in their own way and finding little chances to do good. Journeying from the deserts of Kelesh to the frozen Northlands, he discovered a natural affinity for horses, finding his knightly training still useful on the battlefield and in the tavern. Along the way, he fought dragons and tyrants, and befriended strange beasts as well as men, bringing a great lumbering boar of the darkest wilds with him on his travels. And, of course, he found religion. While Darren kept his livelihood as a musician and storyteller, regaling taverns with boasts of his grand adventures, he gradually began to befriend the wiser sort who frequented Taldor's taverns. Darren learned of Cayden, the Lucky Drunk, and his teachings of tolerance as moderation. Learning to brew his own ale, and drink only as ritual, Darren became a crusader in his own way, standing up for the smallfolk where he could and teaching them what simple joys he could impart, with his newfound purpose leading him to more honor and fulfillment than ever before.
Personality (Our Tale Continues!):
Darren Carter, now a proper knight in his own way, has wandered the countryside for decades, and learned that there is more than one way to help the downtrodden. He fights when he must, but spends much of his time spreading the power of music and freedom, using a magical lyre he was once granted as a boon to build churches, walls, and houses in every town he passes through. He prefers being a champion of the people to simply working as a sellsword, though he still ventures on quests that might bring with them a good story to tell. He will always refuse part of any reward offered, but is always willing to accept some compensation, even if it takes only the form of a promise. Lately, as he's turned away from fighting, Sir Darren has begun to grow spiritual, turning inward in his meditations and prayers. Though once content to ride into battle with the Drunk God's songs at his back, he has now begun to find his prayers answered, learning to channel divine magic through patience and practice. The change is certainly a welcome one, as he has found Taldor a land in need of healing, and learned to use his songs and prayers to heal wounded farmers and armies alike, becoming more of a holy traveler than any of the Paladins who had once tried to teach him. And now, he has been called into the service of Taldor. While he has had little interest or fondness for the land's aging rulers, he has learned to love its people, and so he will willingly do what he can, for a time—as long as the cause proves worthy and his allies in need of protection.
The Tale of Sir Baconing the Gallant (Radiant! Terrific! Some pig!):
In his travels, Darren would often pass through small towns, where his heavy armor and magnificent banners became a topic of conversation. While sometimes he would entertain with stories and song, at other times he'd let his gigantic, dancing "dire boar" companion become the subject of farmers' amusement and children's fascination. Behold, a magnificent beast of the River Kingdoms—the one and only Sir Baconing, knighted by the Satrap of Zelshabbar himself! ...I won't bore you with the minutiae of the story, but this gallant pig saved all seven of the Satrapy's princesses from a rogue janni, he was offered a grand fiefdom in reward, which he turned down only after healing his wounds in the Everlight Oasis. No, it's only the open road for this humble steed, for nothing could ever keep him away from his beloved found home of Taldor. What's that? You wouldn't call him a "steed?" Just because he carries no mane and his fangs jut a foot form his jaw? Perhaps, perhaps... but, as I have said, this is no mere horse—this is a radiant, majestic beast, and a champion of the common folk at that—and what champion would he be without his ivory swords? Still, never fear. I have known him to eat any animal but wolves, though I may have caught him stealing pies on occasion, so it may be best to keep your children from eating their lunches too close by. Still... let me just strum this lute, and oh! See how he dances!
* * *
Neat Party Buffs:
Banner (morale bonus): +3 to hit on charge, +4 to saves vs fear Caravand Bond: allies can gain Freedom of Movement 3/day as free action Tactician (2/day, 7 rounds): grants bonuses to hit or saves for everyone
Healing and Spells:
Channel Positive Energy, 6/day (4d6, DC 16) Domain powers (can be used by allies as well): Powerful Bond (Su): As a free action, you can open a link to communicate telepathically with a single ally within 60 feet. The telepathic link is two-way and lasts for 1 minute. Unlike normal telepathy, this ability requires a shared language. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive. Spells: Level 0:
Level 1:
Level 2:
Class Choices:
Cavalier (Beast Rider): Order of the Shield Cleric (Devout Pilgrim):
Fighter (Dragoon)
Offense:
BAB: +11, CMB: +17 Lance: +18 to hit (1d8+7/10) Longsword: +18 to hit (1d8+7/10) Cold Iron Earth Breaker: +18 to hit (2d6+9) Silver Guisarme: +18 to hit (2d4+9) Pilum: +12 to hit (1d8+6) Modifiers (AC||Hit/Dmg): Mounted Charge (0||+7/x2)
Defense:
HP: 162 (9*10+3*8+12*4) AC: 27 (+1 Dex, 11 Armor, +1 Deflection, +1 Natural, +3 Shield) CMD: 28 DR: 3/- (effectively 5/- with Order of the Shield) Fort +18, Ref +8, Will +10 (+12 vs mind-effecting, +16 vs fear) (+1 to all saves if near mount) Feats and Traits:
Feats: Mounted Combat (Fighter Bonus) Skill Focus: Ride (Fighter Bonus) Combat Expertise (Human Bonus) Power Attack (1) Shake It Off (Cavalier Bonus 1) Ride-By Attack (3) Boon Companion (5) Spirited Charge (Cavalier Bonus 6) Combat Reflexes (7) Stem the Tide (Cavalier Bonus 8) Trick Riding (9) Divine Protection (11) Traits:
Hedonistic (drawback) (must drink or sing for an hour every day, or get depressed) Wishlist:
Skills:
Skill Points: 88 (32 Cavalier, 6 Cleric, 2 Fighter, 24 Int, 12 Human, 12 Campaign Bonus) *Denotes class skill *Appraise
Equipment:
Weapons: +1 Lance +1 Longsword Masterwork Cold Iron Earth Breaker Masterwork Silver Guisarme 5x Pilum Armor:
Other Worn:
Tools:
With Pet:
Wealth: ~200 GP Wishlist: Lens of Detection (3.5k gp), Tankard of Whatsit (5.3k gp), better barding, +Cha, Hosteling armor Mount: Sir Baconing, the Gallant Pig (There’s no Dire Boar mount, so I used the stats for a hippopotamus, but am describing him as a giant boar) 10 HD, BAB +6
Skills:
Feats: Light Armor Training (Bonus), Medium Armor Training, Power Attack, Improved Overrun, Charge Through Special:
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